#ue4-general
1 messages · Page 1104 of 1
Having your enemies colours greater contrasts in colour would also help (examples like Doom or Serious Sam)
I'll have a look at those examples 🙂
If you're going to look at classic Doom, look on the slaughtermaps plays and see how the enemy stands out even in clusterfrick amount.
Good afternoon I was wondering if someone could help me to create a save system with 4 save blocks for a possible game that could give me on Pc and Play Station Good afternoon I was wondering if someone could help me to create a save system with 4 save blocks for a possible game for Pc and Play Station
(i personally think Doom is master class in game design)
Thanks! I'll look at it in detail and watch some videos analysing it!
What's the news on the full release of UE5?
If you're going to look at analysis vids on it, decino's videos are worth looking into.
:triangular_flag_on_post: MrNubbins#5279 received strike 1. As a result, they were muted for 10 minutes.
If it's a multiplayer, free game, it would be easier. However, not so much with paid games, as anything online could go into PS Plus first, but I might be wrong.
As for save blocks, in Unreal, it's basically save game slots.
Hello everyone. I was wondering if it's possible to make more than default amount of scalability levels (0-3+cine / low,medium,high,epic) in the ini files? For example to be able to have 5 or 6 levels of scalability, but in the custom ini files? (For example: 0-5 / verylow,low,medium,high,,veryhigh,epic) I hope I explained it properly, English is not my native language, so apologies in advance.
Yes, look up for Game User Settings.
Also look up for Scalability Reference in the docs, as it has lists of what sg. commands actually do under the hood.
Yes, I looked through the scalability refences extensively trying to figure it out. By the "Game User Settings" you mean the ini file in the "/Engine/Source/Runtime/Engine/Classes/GameFramework/GameUserSettings"?
No. I mean Game User Settings as a class in Unreal, there's also docs on it.
guys is there anyway to move physics objects using AddForce but at a constant speed as adding force in each frame just increases the speed exponentially
Add Impulse, maybe?
Thanks for the reply my friend but I guess Impulse might not help me here as it is just for a Thrust but I want a constant movement
I'm sorry, I fail to see how can that help me with creating more groups of scalability in ini files? I'm new in ue, but isn't game user settings class used to change and set current settings?
Oh right, I forgot about that.
Game User Settings correlate to the ini files, in particular GameUserSettings.ini
It's not related to Save Game class, which is a different thing (and shouldn't be used to store game wide settings)
Ooohh, I see. Thank you for the tip. The "GameUserSettings.ini" you mentioned is the one located in: My Project\Saved\Config\Windows I'm guessing.
where can i find this settings?
Yup, that's the one.
Data Asset?
data
where i can place my data asset
https://github.com/BenPyton/ProceduralDungeon/wiki/Room-Architecture i was using this thing
and after one point, theres a data thing
and i cant find where you should place it
I don't use that plugin (nice amount of stars tho), but you should be able to store them just like any other assets.
If I install Unreal without Linux build support, can I add Linux build support later?
Yes, you can add it via the Launcher (if you use vanilla engine builds from the launcher)
Is 4.27.1 vanilla?
If you download it from the launcher, it's vanilla.
Awesome, thanks!
The chocolatey one would be the source one from GitHub
Ok
How is the GitHub source version accessible?
Every time I tried to see it I get a 404 error
Thank you
what is a signed distance field of a triangle mesh ??
hi, I have a ship actor and I want to create holes in the hull mesh when a projectile hits it. What would be the best way to achieve this? procedural meshes? destructible meshes?
@lunar depotA signed distance field is represented as a grid sampling of the closest distance to the surface of an object represented as a polygonal model. Usually the convention of using negative values inside the object and positive values outside the object is applied. Signed distance fields are very attractive in computer graphics and related fields. Often they are used for collision detection in cloth animation (Bridson et al. 2003), multi-body dynamics (Guendelman et al. 2003), deformable objects (Fisher and Lin 2001), mesh generation (Molino et al. 2003), motion planning (Hoff et al. 1999), and sculpting (Bærentzen 2001).
Which paper is this citated from? 👀
@drowsy snowNVidia docs
Actually is an excerpt from GPU Gems 3
Contributors Curtis Beeson moved from SGI to NVIDIA's Demo Team more than five years ago; he focuses on the art path, the object model, and the DirectX renderer of the NVIDIA demo engine. He began working in 3D while attending Carnegie Mellon University, where he generated environments for playback on head-mounted displays at resolutions that le...
Ah yes, I know the site, though I wish they have rearranged TOC and in .epub form
Already brought up in #lounge
But I don't think this is that newsworthy for devs

AMD
Hmm, never saw that issue with Red before.
btw for anyone
4.27 is NOT forward compatible with 5.0 early access, but WILL be forward compatible with stable 5.0
hmm so if we upgrade to 4.27... we have to wait until stable 5.0 (end of next year) 👀 ?
if you want to upgrade from 4.27 to 5.0 yes
if you plan on releasing on 4.27, it doesnt matter
with that said you can always upgrade from 4.27 to 5.0 non stable at any point from github
Any advice on making dense grass sort of like the density and view distance in the Ghosts of Tsushima game? I've used megascans quite a bit and I can never get the density plus performance like the attached screenshot.
that looks like imposter LODs to me
Note: Please stop commenting asking for a copy of the map files. It is never going to happen as we are not allowed to. The point of this video is to show how imposters were used to blend LODs in fortnite, not to get people to think the map is accessible.
Showing the transitions from proxy LOD geometry to actual level geometry in Fortnite, with ...
4.22 Issue: https://github.com/ictusbrucks/ImpostorBaker/issues/10
Forked Fix Here: https://github.com/LucianoJacomeli/ImpostorBaker
Discord: https://discord.gg/G3ye3Jm
Watch live at https://www.twitch.tv/feluccastudios
This video goes over how to install and use the octahedral Impostor system created by Ryan Brucks from Epic.
how to install...
the more invisible pixels, the more shader complexity overhead. If the grass planes are dense enough, there will be less overhead (check shader complexity view). An alternate method is to model each grass blade so there is transparent/clipped processing, though its got its own problems. HLOD is definitely best case for generic density
Ok so I’m trying to set up a pixel streaming environment that will boot the TURN, STUN, Signaling server and project as soon as the computer finishes booting. I’m thinking I should launch it all from a single batch script but I have no idea how to go about waiting and making sure the signaling server is started before the project loads. Any ideas?
@bright sigil thanks that helps
Is there anyone that is familiar with Multiplayer and can help answer a few questions?
That would make sense haha thanks
Heyo, could somebody help me?
I can't figure out how to make this float straight instead of bouncing and tipping over
the goal would be to have it float at a constant height
but no matter what, it doesn't balance!
woah, I just descovered Ctrl and mouse drag to change perspective
sooooooooooooo much quicker for me now 😄
this is what it looks like in unity - works perfectly fine there
looks like a camera issue
huh
wait nvm ( I thoguht you where moving the camera)
ummm take a look at your physics body
hmm, at what exactly? I'm still very new to unreal 😅
protected void Suspension()
{
// 4 x Suspendors
for (int i = 0; i < suspendors.Length; i++)
{
Debug.Log(suspendors[i].position);
Debug.Log(suspendors[0].up);
if (Physics.Raycast(suspendors[i].position, suspendors[0].up * (-1), out hit, maxCompression))
{
compressionRate[i] = Vector3.Distance(suspendors[i].position, hit.point);
thisRB.AddForceAtPosition(suspendors[i].up * (Physics.gravity.y / (-0.5f)) * (maxCompression - compressionRate[i]), suspendors[i].position, ForceMode.Force);
}
else
compressionRate[i] = maxCompression;
}
}
This is my Unity code
this is what I have in unreal
for (int i = 0; i < 4; i++)
{
FCollisionQueryParams TraceParams(TEXT("LineOfSight_Trace"), false, this);
FHitResult Hit(ForceInit);
FVector OffsetLocal = offsets[i];
FVector LocalUpOffset = offsets[i] + (BoxCollider->GetUpVector().Normalize() * -maxCompression);
FVector OffsetWorld = BoxCollider->GetComponentRotation().RotateVector(OffsetLocal);
FVector WorldUpOffset = BoxCollider->GetComponentRotation().RotateVector(LocalUpOffset);
FVector startpos = BoxCollider->GetComponentLocation() + OffsetWorld;
FVector endpos = startpos + (BoxCollider->GetUpVector()* -maxCompression);
if (GetWorld()->LineTraceSingleByChannel(Hit, startpos, endpos, ECollisionChannel::ECC_Visibility, TraceParams,
FCollisionResponseParams::DefaultResponseParam))
{
compressionRate[i] = FVector::Dist(startpos, Hit.ImpactPoint);
BoxCollider->AddForceAtLocation(
-endpos * (UPhysicsSettings::Get()->DefaultGravityZ / (-0.25f)) * (maxCompression - compressionRate[i]) * compressionMultiplier,
startpos);
}
else
compressionRate[i] = maxCompression;
}
oh, I didn't realize.
Could you maybe still tell me what to look for in the physics body?
Im compiling UE so i can not open it. snap a picture of your physics body.
Open model, look in top right
one of them says physics asset
yeah, so, the BoxCollider is what I'm using for physics. the mesh has collisions disabled
this is my physics tab. should be pretty much the default values
what does linear dampening do?
Not that lol open the Mesh of model
Highlight over it, it should tell you the info
ah right, nevermind. it's drag ._.
why not call the variable drag
umm, sorry but how do I open that
the orange lines are the model used for physics
👌
if anyone else wants to chime in, they can.
I'm really quite confused because Unreal's AddForce seems to behave quite different from unity's
(also it's addtorque)
How do I open a ticket having some issues with unreal crashing ans splitgate
https://unrealengine.com/marketplace/en-US/product/factory-environment-collection This has a working forklift.
you can see what they did to make it work.
hmm, the thing is I'd like to stick to the unity code in terms of logic. I doubt they are using addforce and raycasts for suspension in that expample :c
As in, I'd like to understand how to get my own piece of code working instead of simply copying another solution
Because theoretically it works (as proven in unity). Just needs adjustment for unreal
Is it just me or is making 2D arrays with blueprints a real pain?
T_T
At least it's very easy to make 2 and 3 dimensional arrays in Construct 2 & 3, and that's an entry level framework.
certainly miss something like an "at(0,1)" type of expression.
Anyone up for VC? just to chill?
progress
it's a lot closer to unity now
realize here needs to go the upvector and not the final position of the raycast
I hate how inconsistent Unreal is with Vector Conventions in cpp
much more unified in unity
by the way
this is the unity equivalent of the suspension I'm working on in unreal
Out of the box, unreal is visually more pleasing, I gotta say that
any recommandations for some devlogs, something a bit more indepth? Trying to get a grasp of the workflow and game structure
just general workflow of any game?
Hmm yeah, but sorry, I don't know any.
I have no problem working with unreal (except the quirks in it's code) from my experience with Unity.
no idea
If I created a driver for the mouse for acceleration, Could Unreal engine use a custom driver like this with out it being located inside a windows directory?
I installed vs2022 with UE4 4.26, but the unreal engine didn't detect the vs2022. Does anyone know how to fix it?
I dont understand why people assume a new product will work with an old product...
yep. I've seen the VS 2022 doesn work with UE4/5 so many times recently 😦
Second line in 😉
I dunno why they would recommend VS2022 for it, epic recommends 2019 =/
yeah but I wouldnt recommend it. I might use it sure, but saying "hey new user, why not use 2022 which isnt compatible out of the box"
on a clean windows install, .net 3 is missing and not available on the installer
Hello everyone! Not sure where to ask a general question 🙂 Hopefully it is ok posting here
So I see they stopped supporting html 5 for ue4 and I am trying to host online 3d environments for client walkthroughs
What is the process now?
I'm not fond of going backwards in tech lol, but I will if I have to
lol
So is pixel streaming a server host basically?
My bad, just looked it up
Ah that makes much more sense actually
I was worried my web server couldn't host it
Thanks so much Lorash
I knew popping on the discord was a much better way to get straight to the point of what I needed to be looking at instead of hunting and finding online all day
the runtime doesnt work
source building
5.0
last I tried in on a new windows 11 machine with just 2022 it was a blocker
did you have 2019 on that machine before?
then maybe its fixed 🙂 its been a few weeks since I did that
getting a new laptop later today so I can try it on that!
Adding and removing tags is like really light on performance ya?
Say just for a handfull of tags, around 20
Any reason why unreal engine is so incredibly slow? It ran perfectly fine on my laptop before, but when I reinstalled it, it performs horrible, say 1-5 fps if I'm lucky
I guess they're prone to typeo human errors that might go uncaught, hmmm
I only have 1 GPU
It might still able to use Intel iGPU, which could be the case with power saving features.
Hm ok, how do I switch it too my main gpu?
If in (more recent Windows 10 updates) Task Manager shows your UE4Editor process uses GPU ID that corresponds to Intel iGPU, in Windows settings, force UE4Editor to always use high performance profile (also your dGPU driver has this settings)
Alright, I'll try this and let you know how it goes. Thank you!
its a name array so yeah, not much overhead. names are cheaper than strings also. depends on how often you are changing them, but that goes for anything.
How the hell do I make a camera the main/default camera?
is there any way to get this event to run on server through GAS?
it runs on clients but there is no server callback
I figured it out
How do I downgrade to dx11?
how did you upgrade to dx12?
what is it running in now then?
it won’t load my project because it’s not dx12 compatible
ah, gotcha
in your project, in the CONFIG folder, in the DefaultEngine.ini file look for the [/Script/WindowsTargetPlatform.WindowsTargetSettings] DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 section and remove it
How to enable physics like this characters?
Mesh = head.
if i enable physics this character flying
How does it look in the BP editor viewport?
I heard that Epic's game Fortnite went from 100GB to 30GB a year ago or smth. I am really curious what kind of "optimalization" they did. Unreal's package size is usually very huge, even a template project almost take 1 GB..
Most likely Oodle compression. They acquired RAD Tools earlier this year, and Oodle (and Bink) is now built in to UE4.27 and UE5
Oodle is well known for high compression ratio with minimal loss to quality and performance.
So i see that core is wrote in Unreal Engine 4 wondering how they did there game editor is there something in unreal to do a editor like that or is it 100% custom
It has to be custom, because it's not the same code as UnrealEd.
like this
i dont given animbp yet
i just trying to enable physics normally
you dont really enable physics on the character, what are you enabling physics for?
when character dead, or car crash...
Which ones should I enable?
if you need physics, you generally would disable/hide/kill the actual character and spawn in a ragdoll to replace it. it would just be the static mesh with physics enabled
otherwise you need to disable parts of the character you dont need at that time, like the capsule, and enable things like the collision and physics on the mesh at that point
there are sections on the mesh for both physics and collision, you would set simulate physics to on and then make sure the collision is correct for the type of physics you want
Hey guys, does anyone know why my foliage looks like this? I am using a Landscape Grass Type to place grass throughout my scene but I get these weird results. I tried messing around with the shadows but no luck
You'd run something like this in blueprint when you want to turn on ragdoll on your mesh if you don't want to spawn another actor
For general A.I things, do you do it in blackboards or blueprints?
any1 know how to make random encounters inside an rpg/
25 for high poly I think
Hey guys, may I ask if the Quixel Bridge is available for 4.26/4.27? bcoz its announcement looks like it's only available for UE5
there got, you need to install it and install plug in for 4.26/4.27, hope that help
thanks alot mate
can someone help me ? my unreal project doesnt generate vs code files for some reason
it says access to directory denied
also, ive looked around the internet alot
delete unnecessary files and rebuild.
Intermediate folder?
ive done that as well,
try opening your project
cant
with the exe.
will do
make a back up first
just in case.
i have a back up, of a back up of a back up xD
Using hdri backdrop as lighting how can i hide the cubemap for no backdrop
Ah damn and i know ive hidden the hdri before
@kindred depot thanks for the video ill test it super soon ❤️
also you guys if you have any idea id love to know
if i wanted to make a multiplayer like game think of your standard areana fighter
how would i instance my character skeletal meshes so a character with multiple morphs or such wouldn't violently task the game during standard play?
Maybe it changed location?
what was reparented? the bp class?
(hello ^^)
Yeah. Hot reload messed up something, so reparented BP_Char to Character then CharacterBase c++
(how are you ?)
uh, not sure what that entails... if its bp, did you check it to see if the mesh is hooked back up?
(not bad, looking forward to the winter break. Any plans for the holidays?)
yeah mesh is here, and diff between a copy before reparenting seems ok
changing the mesh doesn't do the trick either
(would have been better if I hadn't have to fix stupid things like this before going away for a month 😄 )
seems so
alright, what class is it using currently?
it does, though i hear problems with ue5, we can consider that the problem when all other explanations are exhausted
so this is using BP_Char again or something else?
Anyone know if there's a solution for achieving this sort of 'level wrapping' effect in unreal engine, in a proper 3D world? It would be nice if the level simply wrapped around - almost like a de-projected sphere. But I don't see any way to do that without 1) Scene capture (huge perf cost) and 2) Teleport (that part is OK) or actually making a spherical world, filled with spherical math and the incredible amount of additional work and then deprojecting it.
i guess this depends on the camera view, but this look here is a teleport so..
UE5 ... 😄
Well, you'd need to see beyond where it wraps, so just teleporting isn't sufficient
Oh does UE5 have a feature that can do it?
don't know, that was a reply to Conrad, sorry
Ah, I was actually wondering if it might before you said anything, that's why I jumped to the conclusion
yeah.... you restart the engine recently?
I know they have new level tools
around 76 times already today, without hot reload (even though it's the culprite for my first issue that took me 2 hours to diagnostic before asking for help)
i figured it was a little more than that.. so if the camera view is, lets fps, then yeah, the same level should be seen on the otherside
if i could remember the game, there's one that plays with this idea of infinite wrapping in 3d space, its really trippy
yeah i dunno what hot reload is.. #ue5-general might know of this problem. It might be a bug regardless of version, but it sounds like you've checked everywhere i would think to look at
thanks a lot for the support though
I prefer not finding anything but having someone to talk to 😄
hey no prob, glad to help.. or attempt
Hot reload never worked properly and has been superceded by live coding which doesn't cause issues (at least, not permanent issues)
I've been using live coding since before Epic bought it and integrated it, it's a beautiful thing
Hot reload should be denounced at every opportunity 😛
🙂
Unfortunately, I had an error when trying to attach something:
Error: Template Mismatch during attachment. Attaching instanced component to template component. Parent 'CollisionCylinder' (Owner 'Default__BP_CharacterBase_C') Self 'UIFloatingStatusBarComponent' (Owner 'BP_PlayerCharacter_C_0').
And recreated a new BP (or reparenting) is fixing it
Hot reload is infamous for corrupting BPs
Before live coding, people just made do with recompiling every change and reloading editor
Hot reload has never been an option
That's what I have been doing but the BP might have been broken before
should I use shared_ptr with AStaticMeshActor such as std::vector<shared_ptr<AStaticMeshActor>> foo;
Make an "impostor" of the player character to wrap around at least one tile, then teleport around once the real player character isn't visible.
Can I run unreal Engine in 4gb ram with amd 5450 1gb Graphics??
Yes, but good luck doing anything productive.
Can I use for programing
Pffft.
Wht is pffft?
ありがとう、でもわたしみつけました (just practicing, I found a better way that will work specifically for the game I have planned, not a general solution though)
I can only say, "good luck with that".
Unreal Engine can take up more than 2 GB of RAM, especially when generating C++ classes. Also Visual Studio when compiling.
I will just teleport and not allow seeing through "level boundaries" by covering them with fog or volumetric clouds
32GB RAM was insufficient for full projects
I wasn't comfortable until on 128GB with gen4 NVME (at full speed, not throttled due to PCIe bus bandwidth)
Ok
Thanks
I tried before with 4 GB RAM, it was so difficult doing anything remotely productive with UE and VS, with lots of crashes and RAM usage overflow, locking the system
The 32GB of RAM became a massive limitation the moment I started working on actual projects
Instead of learning
I compensated with massive page files but it just isn't realistic
So if you have 4GB, you will want a HUGE page file
Like, 100GB dedicated to it
And expect things to be very very very slow
Of course, windows can manage your page file size on the fly, but if the space isn't available then you'll run out of drive space, so may as well make it fixed
Also opening new levels can almost instantly crashing the system
It's not poor shaming, just that 4 GB of RAM isn't that feasible for development purposes. I've been there before.
@drowsy snowのかんじはどういういみですか
Page file will resolve this, but when it uses page file instead of (unavailable) RAM it will slow to a crawl
The username's transliterates to "Makoto Kikuchi"
Sometimes, yes, but in many cases it'll fill up the RAM way quicker before system have time to allocate the virtual memory
そうですね。にほんごがすこしわかりますでもじょぞうじゃありません
i was use 8 GB RAM long time before
かんじはむずかし
I really can't imagine going under 32, even that was hard
そうですねー :3
one of the moderator have 16 GB and GTX 960 before, then upgrade to 64 GB and RTX 3090
私のまちにはにほんじんはいない。れんしゅうできない
Meant can't practice, but I don't think I can say that word without kanji 😐
I used to know quite a few kanji but I forgot them all, now I know watashi and numbers 😛
i got 16gb, plan on getting another 16. but its not caused me any trouble
Hmm even at 32GB most projects I worked on ended up loading through page file instead of RAM
i actually want to get 64 GB, but it's no more so i only get 32 GB
medium projects 🙂
I rebuilt my computer recently, has insane specs
It's been quite a relief not to deal with problems like limited RAM and paging
My editor loads almost instantly, compiles almost anything (except engine itself) almost instantly
Shaders compile almost too fast
But I can only do that because it earns more money than it cost
I know how kanji can be confusing to many people xD
Multiple letter can represent one syllable, and one letter can represent multiple syllable
Not to mention the on'yomi and kun'yomi
I know there are rules to determine which to use and when
But when you're not engaged in the language daily they're too easy to forget, especially if you see something and want to read it but its gone before you can remember how to read it
And then theres...
I forget what its called, but it converts a hiragana with compound kanji
Where ka could become ga for example when compounded
...Rendaku?
Hello guys. I've been a game developer for 4 years and want to get into Unreal Engine. Should I be using Unreal Engine 4 or use the Unreal Engine 5 that's in Early Access?
UE4
All the tutorials will be based on UE4, it's stable and not experimental
And all the answers to your questions will be based on UE4
Would most job posting be based on UE4 as well? Such as #freelance-jobs ?
Either at this point, but the knowledge is transferable UE4->UE5
UE5 has new features that might require learning at the time
Depends what you do
Okay thank you so much @mint sequoia ❤️
i using 4
Will people be moving onto UE5 once it's fully released?
Of course
Okay, just not now though because it's in Early Access?
Comes with lumen, nanite, world partition, and the worlds are built on doubles instead of floats
No, some use it now
Hmm okay thanks
Are there any paid tutorials anyone can recommend? Or what path of learning would you recommend
I'm learning through Epic games site right now, there are some great explanations there. I think their Youtube channel is a good start too, probably Udemy courses as well
speed level design
yo, ill teach you some shit, not tonight, but yeah dude
Sure!
i heard some here use udemy, is paid lessons, but i am using unreal online learning
Having used both, I recommend the Unreal Online Learning for UE development. Udemy has a few interesting tricks here and there, but the courses do seem to be a bit dated.
export the sk from engine
yes
no clue what you need
well, there's anim retarget, otherwise it sounds like you want someone to redo your rig
Im off to bed, if the retarget doesnt work well check the retarget manager and make sure every bone including ik is correct.
this is driving me crazy
can someone confirm whether it's an expected behavior or a bug, please? I tested in 2 versions
a cube with its pivot point at the bottom
I placed it with the static mesh foliage, and moved down/rotate with the select tool (in the foliage tool bar)
whenever I sculpt the landscape, the moved mesh snaps back to its original position
https://gyazo.com/9e1fd642c4900afdf0b2673722c3e4cf
i am using ue 4.26 and when i try to package a game it is redirecting me to a page that does not exist anymore, am i doing something wrong??
It is expected as most of the time we want the foliage move with the landscape when sculpting and we would use z-offset to sink meshes into the ground. Then it would be in the same position relative to the ground when you sculpt it.
It is possible to "break" the link between the landscape and the foliage, but we only had that issue when we separated the foliage to an other sublevel, and recreated the landscape later. But I do not know how can we do it intentionally and quickly.
I have a planet that is running virtual textures. It seems to work quite well when planet size is like 1/100 of what the actual size should be, but when I make the planet bigger the virtual textures don't seem to load as smoothly and when zoomed out fast I see more blurry areas. This is because now the camera distance to the planet to view same area is farther and I think there is some buffer where the system decides when to load certain texture. I'd like to make the planet bigger because adjusting the edges of the SkyAtmosphere actor is harder on smaller actors. Atmosphere fade to space is better with bigger planet actor. Any ideas how to adjust how virtual textures work on this? I'm not talking about landscapes. Just gigantic texture files that are loaded in UDIM style where smaller tiles make complete texture
Even in bigger planet the VT loads when I zoom in, it just seems to want the camera to be closer to the mesh
@rocky epochthank you for your feedback on this matter
we would use z-offset to sink meshes into the ground
the only option to z offset a particular cube (let's assume I have thousands of them), so it remains "offseted" with further landscape sculpting, is to use a reapply brush with lower z offset values 🤔 not a very fast way of editing, but still better than nothing
Do you want to place thousands of objects to the landscape and offset them manually to different z-offsets and be connected to the ground when sculpting?
not all, but some of them
I already use random z values in the paint brush settings, however, I want to tweak some objects that are close to the camera
yeah, that is tricky, I have no idea if that is possible other than set a new z-offset with the reapply brush
not so user friendly method that is for sure
holy moly, for the first time I wished I were wrong 😂
@rocky epochthank you for your help!
hopefully someone knows some trick, but I do not :/
I had that issue with a specific gpu driver. Driver rollback solved the issue for me.
Hey guys using 4.27 doing an open world. When I Import Tiles do they all need to be connected? I have a main landfall and then 2 Islands. I will later add an ocean plane or something but do I have to have blank planes in between when I import everything?
I've seen similar crash with white crash box and usually it happened when I tried to render something with increased resolution. So apart from drivers depending what you did it could also be that GPU ran out of VRAM and died
thanks!
Does anybody know why if I run the simulation directly from UE it crashes with the above error.
If instead I build the project from Visual Studio the simulation run properly...
Anyone know a good Websocket package that works well with unreal 5?
Hey guys
I have a Datasmith Scene and I want to export it as FBX
but when I combine it to a StaticMesh I only get one combined mega Mesh
is there a way to export a FBX containing the single Mesh elements?
because when I say export on the Datasmith Scene with the supplied machine .step file I only get the option "Unreal object text" as *.COPY or *.T3D file
but I need FBX 🙂
It won’t let me build the lighting for some reason. I started the project with the puzzle template (if that matters) and I turned off the auto exposure as well. But regardless, the ‘build light’ button is greyed out. Why is that, and how do I fix it? I can’t seem to find a solution
No, static lighting is still allowed
Hello everyone! I am trying to "expand" my scalability settings, by default there are 4 preset levels, "0-3 / Low, Medium, High, Epic" (+ Cinematic). I am trying to add more preset levels so that it looks something like this i.e.: 6 preset levels "0-5 / Very Low, Low, Medium, High, Very High, Epic". I am asking if it can be done in the ini files, so that it can still be used with "set quality" nodes in blueprints, but with higher values (more presets), because now it recognizes values up to 3 + 4 as cinematic. So that in the end result I can i.e. set the foliage quality to "very high" preset by using "set foliage quality" to "4" or set it to "epic" with "set foliage quality" to "5". Any help would be greatly appreciated.
hey there, does anyone know the right workflow for maintaining houdini attributes through unreal? i have an asset made by one .hda that im then instancing with another and i want to be able to unpack and isolate some primitives based on an attribute that can survive the process of being baked to a static mesh in unreal. so far only the material attribute comes through but its a bit awkward having to create and assign a separate material for a part of the mesh when its all textured the same
just vertex color?
Hi, shouldn't be today the Free for the month "change"?
All of the console commands can be set inside blueprints. So you can set any of them to whatever you like. https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/PerformanceAndProfiling/Scalability/ScalabilityReference/
correct.
Today is the day. But time-zones...
can somebody tell me what "real-time" means
please?
like real time
ray tracing
wtf does real time mean
tell
what does it mean by in real time?
isn't that run time whiling it's running?
it gets rendered instantly
like every change you make
it's live
something like that
Yeah, I know about individual commands, also went through the documents extensively. But I am looking to create my own presets and to be able to easily switch through those custom presets. And none of the information I was able to find helped me with my problem.
damn even people on the discord server don't know the full definition of it :(
:( am still confused :(
it's real
it's real? irl?
I'm presuming this is for a game, in which case you can invent your own presets, call them whatever you like. You could have your own UI with sliders etc. Then you take that data and set as appropriate in BP, or am I missing something?
Yeah, run time. As in something in the game will update simultaneously with the seconds in the real world
Yes, it is for a game. The thing is I already have a system that works perfectly fine, UI with buttons and sliders and everything. And that system uses "Set (enter preset name) Quality" nodes in blueprints. But using those nodes doesn't go above default max number of preset levels of course, even if I make my own "custom scalability" ini file with more presets. I see you mentioned that I can invent my own presets, and call them whatever. I think we are on the same page here then, the thing is I thought that would, for my already existing system be best done by making or editing ini file to create more "chunks" of custom preset levels, but as I understand you're saying it can be done in BP? And I mean to actually create groups/presets (.sg), that can be collectively set? instead of setting each .r line separately.
real time, you don't need to go through frame by frame cycles render like in render pass, instant update, hope that help
I'll admit it's not something I've done yet, but you should be able to create a system that takes the users desired settings and set all the appropriate r. commands within BP. I mean all it is, is taking a value and then adding it to the end of the command and executing that command. Commands are strings, so you can have them all ready to go in an array, data asset of some kind, etc. etc. Run a loop, do your thing.
Execute Console Command is the node I am thinking of here
You create your own presets, with a list of the things you want to set. Or allow the user to change individual elements.
Okay, I understand. I could exchange the "Set Quality" nodes for "Execute Console Command" nodes, that wouldn't be a problem.
Now, that is my problem. How would I go about that? Where and how would I "create" those custom presets? If we are talking working in BP
Probably lots of ways to approach it. The most basic way that comes to mind is an array. "MySuperLowPreset" array will all the r. commands for that, etc etc Whether or not you allow the user to change the values is up to you [simply change the array element for that option] User picks a preset you run that array through a loop.
i love that execute console command, before i was using "Quit" and "open level sequence" function, i sohuld have fidn it earlier, i'm not smart 😦
But how would I call that certain array or event/function where the array is with the "Execute Console Command" node?
Say you have your UI, showing all the options you want. User selects an option then has to click a button called 'apply' sort of thing. I'd probably go with enums, and use a switch on enum.
You said that commands are strings, so that they can be ready to go in array, that sounds useful. I'm still pretty new at all this, so excuse me for sounding green. Is there maybe some tutorial of sorts for that? Strings as an array, I guess?
Or enums, yes, I'm not completely sure yet how exactly those work but some people told me those would be useful in my case also
have you seen Mathew Wadstein's YouTube channel? He covers just about every node out there and is a great place to start. https://www.youtube.com/c/MathewWadsteinTutorials
This channel is dedicated to exploring Unreal Engine 4 and the Blueprint programming language that it uses. You can think of it as a companion to the API documentation as I try to cover the how and why for what things are used for when using the Blueprint system.
The master project for these tutorials can be found at https://github.com/MWadste...
Enums... heh took me a while to fully grasp how useful they are... too 😄
Yes, watched most of his videos. Thank you for pointers. Do you have any good recommendations on elaborate tutorials using enums?
Spotted this in a video how does he get the fps and memory use on the toolbar?
What Lorash said
legend
When speaking in terms of software development "real-time" doesn't necessarily mean "run time" and "run time" doesn't necessarily mean "real-time". Two different concepts. Runtime means "while the game is running" as opposed to design time which is when someone is working on the game. The distinction is important because things like building lighting only happen in design or editor time and never at runtime or while the game is running. In general engineers will work a lot harder to optimize runtime algorithms than editor / design time algorithms.
Real-time for a game developer is the default, so most won't really think about it as special. To 90% or more of the rest of the software development world is a difficult technical constraint. Real-time means the software has to update itself constantly. Compare this to most websites or other programs where the program only updates when the user clicks a botton. Those are not real-time operations because the program basically sits around and does nothing when the user does nothing.
So real-time basically updates itself very frame im guessing?
The technical definition is that the software must update itself within a short timeframe or else it will be considered a failure. Games are technically "soft real-time" because no one dies if frames are dropped. The real-time requirement for games is tick and the render loop.
When the rendering takes too long, the real-time requirement isn't met and as a result the game feels choppy or unresponsive.
In other software situations, failure to meet real-time requirements means something will physically blow up (ie real-time operations for a landing system in an aircraft), or data corruption of some kind will occur.
The opposite of a real-time game would be a turn based game, but only really one of those older text based games that wait for use input.
Yeah you could. Most modern turn based games use a render loop and so have very soft real-time requirements.
Hi, where can I get the release note of 4.27.2?
hi !
u got a problem with some understanding of the unreal engine free marketplace
on the botom it says only ue4 products
does it mean i can not make my own game with it and place it on the market?
or can i make my game with it and earn something of it ?
i want to add a question and answer system to my game how can i do
You can use anything on the marketplace for anything using UE4/5, and make money off of it
You just can't use the free stuff for another game engine or to sell in an asset pack or to make a movie rendered outside of unreal engine
thank you zac, this is what i wanted to hear 🙂
Guys, I've got a little question here:
Any ideas on how to solve this weird shadow glitch after bake?
Tried to build on lighting, moving it around. Just doesn't seem to work
You have to be more specific, what were your blender export options, your ue4 import options, what kind of skeleton you made, did you retarget the bones, what kind of animations are you talking about, are they ue animations or blender made and imported, if blenders; what were their export import/options, facial or body, etc, etc. Gif, or video would be a lot more helpful, or at least image for giggles.
Is there a way to create a rig in Maya for UE5? The problem with using MetaHumans is that human expressions won't look good on an anime/furry character. I'm looking to use mocap.
i use uE4 .
Guysss, anyone here used RenderDoc?
I want to disable MobileReflectionCapture in my materials, i've removed all reflection captures and SkyLight actor from my scene, but I can still see i'm sampling this 1x1px texture in each draw call :<
Anybody know why my viewport is significantly lighter than my render in the Movie Render Queue? Exposure settings for the post process and camera are the same, as well as auto exposure being turned off.
Is your viewport using the game settings?
I bet you disabled game settings in viewport and pumped up exposure in the editor
Disabled game settings? What do you mean?
your editor window view either uses game settings or it doesn't
if you disabled that and corrected manually then that's what you see in editor and post process applies to render
Disabled that where?
one of the options in the viewport, where you choose modes
i already closed ue
just click those buttons and find game settings
Do you mean switching between lit/unlit views?
Oh I see it, exposure tab, game settings. No that's not disabled.
Hi hi
What’s the simplest way to migrate a first person player into my scene?
No functionality other then walking around
Would be great to just copy the player from the UE fps example but I don’t know how to properly do it
then i don't know, most times people have unticked that one when they find brightness not matching
You can just add feature pack... like basically "import" the first person functionality to the project
I forgot where exactly it is but you can add template or feature pack to the project, for example if you made blank template your can still bring in first person, third person whatever
probably somewhere in content browser you have "add" something something
Where in the library tree should I import to?
I can't remember without getting back to UE even what exactly is the name of the button or menu item but it is very simple thing to do
I don't think it matters where you import it but usually it is just under the main folder
I can't even remember if it lets you choose
@prisma brookif you just want to add the FPS character, you can add the FPS Feature Pack from the add menu. If you want you can also make another project with the FPS template and with the FPS Character selected you can right click -> asset actions -> migrate and then choose the content folder of the project you want to move it into
Is it possible to have sketal meshes as instanced to save on memory and load on the game during runtime
granted the goal as i stated yesterday would be something like phantasy star online 1 for the dreamcast lobby and gameplay wise, or standard online/offline lobby sorts like xenoverse or shinobi striker
Are splines with components pre-generated and merged into one mesh? I will explain my idea - I would like to make blueprint with construction script, which procedurally makes nice railway tracks along the spline. I want this script to be smart - not just stretch one mesh along the spline. Ideally to procedurally generate correct junction points with no weird overlaps. My idea was, to create separate meshes, like rails, sleepers, 3rd rail. Then blueprint would place rails along the line - rail can be stretched across whole spline, however sleepers should not, since it makes distortion. So sleepers would be placed individually in fixed intervals. 3rd rail would be placed along the spline, but not at start and end, there would be 3rd rail entry/exit mesh. Now to main question - if I will generate resulting spline mesh by combining maybe hundreds of meshes, does it affect in-game performance or not? Does Unreal run construction script and merge resulting spline meshes into one mesh which is then in-game rendered as one thing? Or it will render all generated objects individually?
use a normal spline component + generate spline mesh components or static mesh components as necessary in your construction script
there are likely numerous examples of this out there somewhere on the web
Well I am not asking how to do it - I kind of know that. My main question is, how it affects performance. If that flood of generated static meshes got merged together automatically into one mesh or it draws one by one in game - which would be probably performance killer.
it's a pretty common practice, I don't think you have too much to worry about
it can be baked into static meshes IIRC
but you shouldn't need it
otherwise it's all done in the shader, FYI
collision is generated
So you think if will generate individual meshes like rail, 3rd rail, sleeper, maybe even individual screws (I might want procedurally generate missing screws etc) is OK? I mean, in this case, few meters of train tracks can contain tens of meshes 😕
some meshes probably want to be instanced in batches
screws for sure
not sure why you'd want them individually
any riggers/animators that could anwser my question in #animation
better to have a sleeper with one and a sleeper without one, probably
I see ... thanks
Is virtual heightfield mesh only for landscapes? I can't find any info on UE docs for it other than few "code" reference
What's new 4.27.2?
Is there a place to read the changelog?
Like where are the release notes
FOUND IT
LETS GO
UPDATE—The 4.27.2 Hotfix is now live Fixed in 4.27.2 Issue Summary UE-135360 Crash when loading a level with the niagara editor open. UE-135264 Reflex BP library inclusion UE-135052 Black screen when playing in editor with Android Vulkan preview with VR Template UE-134952 Packages do NOT automatically start when performing a Laun...
scroll to the bottom
Yes I saw it.
They just updated before posting this after some minutes
Hey guys, can I get y'alls personal opinion on which Highlight looks better in your opinion?
how can i make a respawn for my multiplayer game. I try everything but it
work
First feels like something in a more modern game, second one feels like a throwback to older RPGs
Both look OK to me, depends on what vibe you're going for
if my max walking speed while crouched supposed to be 2m per second? what am I suppose to put here?
Although I'd adjust the left padding on the second one if you're going with it, feels like there needs to be more space between the harsh edge of the red box and start of the name of the item
Thanks for the feedback! Yes, I am going for a more throwback style. At first I was making it look more modern but after redesigning it to be more detailed with more immersive art style, I made it look more like older games did, back when games had style and effort put into making them feel immersive haha
I got the FPS migrated over but on Play, i still start as an orb at Player Start
How do I set the FPS to Player Start?
Does anyone know how I fix this issue? When importing assets, some materials (textures) won’t show up?
I believe speed is cm/s, so 200 would be 2m/s
you'd be dealing with player starts and game mode, as game mode handles spawning logic for player starts
In the world settings you can set the game mode and such. If you are not sure what to choose check the settings from a project where you had it working
when I create any child blueprint, it's completely empty whenever I open it again, how do I fix this?
did you window > reset layout?
Awesome, got it to work by doing this
I don't see that option
Load Layout > Default layout...
Now I just need to remove the hands of the character so there isn't anything obstructing the view
as well as the cross hair for the gun
no change
.......
well, can anyone else help me with this, then?
when you go up to Window in that child blueprint , what do you see?
Unreal engine.
@neat etherif you click on Class Defaults from the Window menu, it will open the... Class Defaults. From there you can open the full blueprint editor
@drifting finch Sweeney use ue5 better L
i now but i dont can add the player starts in my blueprint
Hi guys how its going ..
Can someone please explain to me how to use scene component as a snap socket and how it can hold the information of snapped actor ?
I want to snap 3 different part and check if they have screw and installed properly
@ebon palmyou dont have player starts in a blueprint, they are in the world itself. The place actors panel has them.
my epic wont open
if you're trying to open your project, just use the uproject. If you're trying to get those sweet free deals, you're SOL
just the project
then yeah, go find the project folder on your computre, and launch the uproject file
yeeeeeeeeep
does anyone know how to adjust the weight in blender? because when I import on urneal the animation some vertices are huge
u mean everyone have the same problen now?
so i shouted for nothing to my computer that she is old news ? XD
thats just awfull
steam is going to get some more gamers today xD
after i use blender, i import on unreal everything is ok, but as soon as i assign an animation to the character the vertices explode .. is there a way to fix it?
So I coudn't build out. I was getting a mac error in the console trying ot build that is basically a network error. I think the AWS outtage is affecting this.
you mate, #animation ask your question there again you will get more answers in time xD
blender also has a community were they explain how to use it to
hi, someone already made a video about it
me and others have the same problem since 30minutes
any ideas?
thanks
okay this is driving me crazy
im having a hard time changing the height for the fps character
from the demo project, no problem
but after i merged it over, i can't seem to adjust it
have tried scaling and changing all the values
as shown in the FirstPersonCharacter tree on the right
it's gotta be simple, just need the fps eye sight a bit higher
take a paper and make your first BP on paper
amazon dam
they are hard to contact :p
Stanley in the player blueprint, move the camera object to the right location. And you might need to adjust your capsule height if it's way different.
Amazon took a major crash today. Like tons of services are out.
ow btw, this is for runescape players only
if you make lots of stuff the same, is the item called ( essence , pure essece) an BP or just a structure ? 🙂
the runescape players have to have an understanding of BPS :p
ok so i want to copy an actor from a level and move it to another level
how do i do that
In the blueprint i adjusted the value of the Base eye height under camera
but nothing changes?
?
Is chaos enabled by default now in 4.27? I still don't see the fracture mode
MasterOx have you just tried copy and pasting it?
I mean open the actual blueprint with the camera and move the camera object.
December's FREE Assets are finally up!!! ---> https://www.unrealengine.com/marketplace/en-US/assets?count=20&sortBy=effectiveDate&sortDir=DESC&start=0&tag=4910
Hi Guys 🙂
That Kraken is looking dope though
Guys im having a problem with playing the animation montage of some animations that I bought from the marketplace. Also, the animations does not appear when I try to preview the animations with the UE4 mesh skeleton. Does anyone know why?
Having issues with a 4.25 project. I was following an unreal tutorial and added a C++ class to my blueprint only project. I realized this was a mistake, but didn't think much of it. I tried to reopen that project now and it pops up an error saying that i am "missing modules" and when i select "rebuild" it says i need to rebuild from source, but i cannot figure out how to do that
#cpp probably knows the details. I think rebuild from source means get the source code from the github. I guess the bp that was converted to cpp needs it.
You need to clean out your folder. You can delete the .sln, Intermediate, saved, Binaries, and .vc. and it should go back to norm for BP only
Also modules from .uproject
Oh yeah! silly me LOL
No, it was not. I just solved it, thanks!
I see modules but I am not sure what I am supposed to delete? I've never had to use .uproject before sorry
Screenshot it i will mark it
okok, I don't see a binaries folder but I have the rest
Yea np
is anyone else's Unreal Engine tab in the launcher completely blank?
"could not set association for project. check the file is writeable" when i opened the project
just saw that
xD
and added the }
dummy me, just stressed lmao
youre an absolute life saver man
had an entire semester put into this project, due tonight XD
Goodluck
Ola folks - I've been trying to figure something out without success..hopefully someone will know. Basically what I'm bogged by is when I first start playing in editor with a regular spectator pawn, my pawn changes rotation just by moving the mouse around, but as soon as I click anywhere, I lose that ability and have to use a right click to rotate around. Is there a simple box check I'm missing or do I need to do some specific work in the input component on the pawn?
Is there a way to have more than a couple undos?
wdym?
Been stuck on this for a while just wondering if any1 can help. I turned orient rotation to movement ON but my char still only faces in the direction of the cam. I made sure pawn rotation is off as are the yaw, pitch, and roll settings in char movement my goal is to make cam just face 1 way more moba-like in nature and then have my char follow the mouse .. literally just the same as league of legends does but I find the AI simple move to node is really bad, i assume its because my map is not flat. So the movement u see here is mostly WASD keys on the char itself but long story short id just really like if my char faced the direction of movement, not the direction of the cam (which will be static eventually)
Like on unreal engine you can increase the amount of ctrl+z you have. Is there something like that in Unreal?
No. UE has practically unlimited undos. Though it's going to be cleared upon Force Delete, or starting PIE (I think)
Thing is, that I only have maybe 3-5 undos until I can't anymore o-o
@grave pollenhaveyou looked at the default third person template? that character moves in the direction you press (and faces it)
not sure where the best place to ask this is (maybe a Blender specific discord?)... so feel free to redirect me.
when I import a this mesh... part of his eyes are missing. Literally no idea what could cause this. (this screenshot is in UE... will upload one from Blender in a sec)
blender:
flipped normals, fix em in blender
good point ill take a look thanks
love ur tuts btw
I packaged a server but the .exe file isn't opening, is there a way to know why it isn't opening
I'm checking Task Manager and the server seems to be running, but I don't see a window for it
if its a server that is normal, you are not telling it to display the console (dedicated servers are headless)
I could be wrong but I think a saved / logs folder should show up but I forget if thats only for client
ah, is there a command to show the window?
how can i have my FPS camera tilt a little forward if i move forward and a little backward if i move backwards
-log maybe?
it seems the control rotation keeps overriding the rotation if i try and do this
yep its -log https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Networking/HowTo/DedicatedServers/ @mellow turret
thanks
My epic games launcher just stuck on the loading screen. I renamed the "Manifests" folder, but its still broken. Any ideas? Thanks for reading
Stuck for me too, just their dogshit launcher and servers
I'm having a weird issue with playing videos in the editor, wondering if someone can help. I have a plane in the scene, and a camera pointed at is to fill the screen. On the plane is a media texture material that plays a video when the scene opens. It works fine for the first scene, or level, but I set it to automatically open a new level with another video as soon as it's finished, but in that second level i can see just a frame of somewhere halfway through the video right at the start then it plays as normal. I don't know what's causing this, can anyone help?
Maybe I could change the material of the plane in between videos, so I don't have to change levels? I don't know if that would help but it's an idea
Rip, can't do shit with the launcher
AWS is currently gone to shit.
-- YOU CAN ALWAYS LAUNCH THE UPROJECT IF YOU WANT TO USE THE ENGINE --
if you're trying to use something specifically in the Epic Games Launcher then you're SOL. But you can still open the engine; don't need the Launcher for that
so i'm not the only one having trouble to download assets?
no clue, i grabbed stuff 3 or 4 hours ago
Make it bold, people won't read stuff not in BOLD AND ITALIC
i like it
needs a bright green color or something now..
bigger! biggER!
that looks like you wanna spawn the ued-goblin of ye olde lore.
Hear ye! Hear ye! Just launch the .UPROJECT to launch the engine!
awaits flood of questions to know where the .uproject is
how to remove or fix/decrease this dirt effect on material? It's happening when I add low light, in full bright room it looks ok. Tried to remove material that I thought caused it, but it didn't fix it.
That looks, uh....
what? its not on the material?
Umm... Looks like uhhhh
and get sure that it aren't decals
that looks more like a decal if it spans across several materials
or check if the materials all extend from the same master material which has "grunge" in it
made room wider and seems fine
lol
It might be wrong roughness/specularity or normals.
Hello again, guys. I followed a yt tutorial about attack system and the guy basically uses the "play animation montage" node and stuff. The thing is: if I press the walk button, my character keeps moving through the map while the animation plays, so it is really weird to see a character swinging a sword and moving around. Does anyone know how to solve this? Like, how to make impossible to my character to move around while the animation of attack plays? I accept a yt tutorial as well. Thanks!
Does unreal engine support linux?
I think so
I use a bool check for move inputs. Wont do anything if playet is attacking
Got the idea
Does anyone know how to disable character movement after a ai catches you cause my character can still move
Does anyone know how to fix this issue? I've been stuck on it for 4 days now
so if this is what i think, as the message says, a couple models have UV concerns by the engine. I think the one breaking it is the last one there, HeroScrewOuterPanel_LIGHT which needs new lightmap uvs since lightmap uvs cannot overlap. Usually I'll get an error but nothing this drastic, though im on ur4.
why my navmesh navigation sometimes makes player dissapear?
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_K2_GetPawn_ReturnValue". Blueprint: TopDownController Function: Move to Hit Location Graph: MoveToHitLocation Node: Branch
is TopDownController a child of AIController? been a long time since I used this template
how can i check this?
it is execute a move to location from player controller
casting from the character
in the controller bp, it's in the very top right of the window
this is the template function yeah?
ah, so not ai controller
so somewhere in your topdowncontroller bp is a getpawn node, what is that all hooked up to?
i tried to remove this one, as it checks if pawn is too close to point click to execute movement
but it happens the same problem but without any warning from the engine
well actually i am confused, this function does not exist anywhere in the blueprint
Is there a reason that the game scene is so laggy? It eats up all of my GPU
did you make a new character class?
nope
this one?
if so, nothing happens, the top-down control does not work anymore
lol, i may moved something else, it does not move even returning the original node
ah crap, sorry, i forget this is in the controller
i think controlled pawn is right then
is there any other Get Pawn node?
im thinking if this is the only change and you've not made anything else, start from new project. there's a lot of places something could go wrong
yes, that is what i tried
and for my surprise, the edge that was throwing me errors, now works without any tweak 😐
tweaking with navmesh is hard job
bingo, i found another spot that gave me the same error 😄
let me try your solution and after increasing the maximum step distance and slope player can move
yeah, nothing works
your solution and mine
i tried to change step distance and slope on Project Setting under Navigation tab but it does not help too
now i question, may it is because my map is very low poly?
collisions are set as complex, so it is sticking with terrain shape
but i do not know if NavMesh is better suited for smooth terrain
my terrain mesh looks like this
NavMesh build on it,
i tried to increase mesh height so it does not have too much not filled spaces but it give me errors at the same spot
navmesh does like flat, but looking at the last picture, there's sort of a grid shape happening, i think the navmesh quads are too large - needs to be more detailed. I think thats Till Size UU or one of those
Hi all, anyone have an idea why my sky flickers black when I move my camera? Seems like at certain angles it does it - I managed to get it to stay on screen for this scerengrab
second image is what it looks like 96% of the time
PS. happens when closer to the landscape only
Might be because the landscape is way too low under Z=0. I know several landscape mappers tend to put things way below that.
that seems to work
How to build a bridge effect by weight if the weight heavy bridge will fall or damage
🤔
Does iPhone SE support Live Face?
hi
i am new to this server and wanted to ask that why am i getting this error when i open unreal engine 4?
and how to solve it
man, how do I turn off auto save?
<@&213101288538374145>
do not ping moderators for help
or, rather, don't ping moderators for help that isn't discord server related
anyway, you're missing vcruntime so run the redist package in the engine folder
this issue
wdym?
can you explain in simple langauge
file exproler?
in that folder, there is a folder called "redist"
inside that folder, there is a program you can run to fix that
which program?
Program Files\Epic Games\UE_4.27\Engine\Extras\Redist\en-us
that's the path to the redist
run the one for your pc architecture (probably x64)
🤔 Hey, have a basic question, haven't found an explanation about this yet - how can I export Blueprints to another projects? I'm going to make change a First person actor in the way it is done in Epic games site course (can pick the throw objects, can change colors of the object) and want to use it again later in another project.
this @snow crown ?
yes
and then it will open ue4?
if i run either of them
you'll need to run ue4 after that
all that will do is install the runtimes
which is what the error message was complaining about
Migrate tool
so, yes, run it, and then try to run UE4 again
How can I make my ammo that if my player is dead the ammo remember is count
anyone have an idea of why I can't share my screen inside of the voice channels?
thanks! I'll look it up
hmm I can't check "Simulate Physics" in some objects in my scene, although it's StaticMeshActor. any idea why ?
ohh it's because the collision box, nevermind
Whats the best way to identify player controllers when interfacing with gamestate. Curretly im generatting a random string and attaching it to every variable as strings
I have an array of ints, theres nothing to id the ints insde an array unless attaching a string to them im interest in a single variable soultion
Don't actually destroy the player when it dead.
is there any way to tie "show HUD" to a widget in the viewport? I want to be able to turn off a collection of widgets without having to check that boolean every tick or something similar
Hello, I was wondering if anyone knew if UWP is still supported with Unreal Engine
it is not
and has not been for some time
it is also almost completely useless, so this isn't strictly a problem
So currently there's no way to port to like Xbox?
you wouldn't use UWP for that
you'd talk to Microsoft about licensing for their platform, obtaining their SDKs, then getting the relevant branch from Epic
I wrote my own crouch, can anyone tell me why the action is not working when pressing crouch?
server and client nodes are messed up got it 😉
hi, @snow crown
i opened the 64 bit file
and it says this
earlier i got busy so didnt ran the program
but now it says uninstall or close
what should i click on @snow crown ?
@upbeat flint my problem starts from here
and roy awesome and me were in a conversation but i went to some work
so if you know how to solve it let me know
@modern root are you free
i need to ask you a urgent question
don't tag random people, it's rude
also, I responded to you and you have ignored my question
he's moderator (whisps these people give reply quickly)
i have 64 bit
moderators are not there to answer your questions
run a Dx Diagnostic and see what operating system you're using;
You've been warned before @trim mesa, please dont tag mods for help
but how can i do that with my health
can you help me if you know how to solve this, because its urgent
just type 'dxdiag' in the search bar and press enter
nothing, the prereqs likely installed successfully
na so my problem
what about my problem?
install this:
https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-all-in-one/
They were already told to do so iirc
Or rather, they were told to install the Prerequisites
Which should entail the Redistributable
But I guess it can't hurt
Prereqs should have it, but you never know
Pretty sure it has
Anyone know how to make particles flow over the landscape ? I couldn't find any tutorial, only showcases
how can i make my player is dead without the player is dead
hey guys how can i add a model to my first person template? i want to copy it so that i can make an enemy AI but i dont know where i can find the basic robot model and how to add it to the bot
Be the dead.
As far as games concerned, being dead is yet another state a "living" entity can get into.
For comparison, in classic Doom, dead monsters leaving behind their corpses still "think", in a way that they're still preparing to execute another logic (e.g. resurrected by Archviles or Nightmare mode)
I think anyone who want to program gameplay should refer to classic Doom as THE master class of gameplay programming. The source code is open source for almost 25 years, and the documentation for it is collectively comprehensive.
The gameplay loop is simple enough by today's standard and collective understanding.
So in there coding, You've just killed A monster. They never where actually set to a value of dead? You're making me think to hard on this one LOL
After set view target with blend, how do I retrun back to the original camaera manager with default pawn and controller
Well, the game did have a state value for being dead, but that doesn't mean the game outright remove the monster from the map if it turned into corpse.
How do you return back to the orignal camera
Certain monsters like Lost Souls or Pain Elemental don't leave corpses behind when they're dead, so they got removed once the death animation completes.
Also some big monsters, while do leaving corpses behind, can't be resurrected by any means.
Correction: IIRC crushed enemies might still able to be resurrected through glitchy Archvile resurrect
but if i a player is dead the ammo menu is overlapping. I can send a screenshot
So even if the action is set inside the animation blueprint, if there is no reference to that action inside the character, the action will not replicate to the client and only the server will understand what animation blueprint is doing. For example if you want the spine to bend on client and server, you have to set it in the anim BP then from here use your look nodes inside the BP of the character, make a server and client custom event. This will determine which way the spine is bending.
Mind blowen. no wonder why some things do not replicate correctly.
Then don't reconstruct the widget in death state.
Could someone help me get the Furioos SDK working with my project?
I'm having such a hard time integrating it
What is the problem with Furioos
I can't add the blueprint to my scene
The actor
Is there any tool that lets you edit prefix & suffix of multiple files in Unreal Engine?
trying to follow the docs step by step, so just to ensure i imported properly
this is where it is
UE does not allow me to drag the blueprint into the scene
First time using UE so I imagine it's something simple on my end
Heyo - What would you use to draw Tire Marks / Tire tracks on the floor?
In unity I've used line renderers but I have no idea what should be used in unreal
decals
Does it show error or something when open the project?
How are decals performance wise - do they disappear after a set time?
cheap enough, and only if you make them
Sounds great. So there wouldn't be any problems with having decals all over the map?
nope
Also guys if i made a bridge with bones and physics chain ( constraints) can i control the bridge holding weight ? And if exceeded will fall ?
I asked on FB but i just got this idea
You need to create a bp from cpp class. Open pubic right click on the class create blueprint from class.
No error
Alright, that's great. Thank you!
Idk if they updated that it has an actor you can place .. try what atomik said
do you think the git doc assumes you do this?
Ok i'll try now
Hey!
can anyone push me into right direction.
I want to import OBJ and FBX files at runtime with different components for example model of table which has different mesh for top and bottom with different materials,
I have try a few ways for example try to use plugin but non of them have support for both OBJ or FBX file formate,(If you know any plugin that has support, let me know)
could this be part of the issue?
also what does cpp stand for?
Oh lol
Oops
bro just open your blueprint.
lol
go to class types
add the class.
compile, save. bam you have it
but i mean it takes a few more steps if you dont have anything from there.
no idea what you are doing, so thats as far as i get.
trying to follow as you said but still have no idea what im doing fml
first time using UE and need this up like today
i thought furioos would make things like this easy for noobs
content streaming
yeah I read all about pixel streaming, furioos takes care of the server for you so seemed simple
ok, only this file?
whenever i open ue4, it appears
and i cant open ue4
@plush yew
do i only need to download this file? or any other too?
and is this file safe
??
to download
ok
hmm
what the
man this is a help server don't confuse people
@prisma brook , can you help me
if you think im gonna be more help then random internet stranger
your doomed
but @ random internet stranger if you can help get me get this sdk integrated
i will love u
ah man
i am likely to just ping mod now if you keep trolling me
what is redist?
ok, then if i download it, then where should i locate that file?
@plush yew